Requesting feedback on game

War!! Combat Team Arena

This is just the lobby. Not much code behind it. Tell me what you think.

To see some of the other stuff that’s related to this game, go here:

The Proving Grounds

Thanks.

Please explain about what is your game.

FPS/TPS fighting game. So you pick up weapons and ammo and kill other players.

1 Like

It’s really hard to say anything at this stage. But I think that:

  1. you should decide what you are making - first-person shooter or third-person shooter, because it will be very difficult to develop both modes alone.
  2. the testing site should only have a 1 minute round, because no one will have the patience to test for 15 minutes to assess whether the rounds are working properly.
  3. you could find a team of like-minded people, gather a community, because if no one will play your game in the future, if you don’t have prior support, then think about whether it’s worth developing the project?
  4. I will emphasize once again that you need to be realistic - creating a full-fledged shooter is extremely difficult, requires titanic efforts, and you are doing it alone, so there is a very high probability that you will be disappointed at the end, when you will not be able to complete the project.

Also you will need at least three maps. If you want them to look good, you’ll need to hire a professional. There are corresponding sections in HidenDevs and Rodevs where you can hire a builder. You know how many of them specialize in FPS mapping: zero. Therefore, you will have to familiarize yourself with the theoretical literature on how to create a good FPS map, then create a map prototype yourself and only then contact the builder, because if you apply without a map prototype, it is very likely that the price of the order will double.

You also need a game development plan that should include things like Workspace.Gravity, StarterPlayer.CharacterJumpPower, maximum player speed, will player be able to double jump or dash - such things even affect the structure of the maps.

1 Like

Thank you for your feedback. I wish to point out that the first link is just the lobby. The other link is representative of the game world in code. Good tips for 1 & 2.

IMO, the only real difference between a FPS and a TPS is the location of the camera: At the player’s head pointing out from the player’s face, or behind the player. I have thought about using a shorter round time to test it. Right now, in the game world, the timer really doesn’t do much except count down. Since most of the major framework coding is complete, I am moving onto the game code proper.

I have a number of ideas for maps. Since there are multiple game modes, each map will need the ability to support the different modes. It seems that the CTF (2/4 team) FFA, LSP, DM, and TDM modes has the most flexibility of repurposing. Each mode has it’s own module under the main GameRunner script. I started with CTF-4T because that seemed to be the most complicated with both 4 teams and flags. There is some polish that needs to be done in the code but that’s minor stuff.

Once again, thank you for your feedback. It’s much appriciated.